Reputation: 121
I've got a script working that blends one skybox into another. I need to write some code so that this blend animation happens when the audiosource is at 2 minutes.
How can I do this? I've read about AudioSource.timeSamples, but I don't really understand how I know when 2 minutes is reached. Should I use some other method?
Upvotes: 1
Views: 148
Reputation: 121
Here is the working script:
using UnityEngine;
using System.Collections;
public class animateSkyBox : MonoBehaviour {
public Skybox sky;
public Material skyboxmaterial;
float tParam = 0f;
float valToBeLerped = 0f;
float speed = 0.1f;
void Start()
{
skyboxmaterial.SetFloat("_Blend", 0);
Debug.Log("Audio begins now.....");
Invoke("TwoMinutesHasPassed", 10f);
}
void TwoMinutesHasPassed()
{
Debug.Log("two minutes has passed");
Debug.Log("now i will fade the background");
StartCoroutine("FadeNow");
}
private IEnumerator FadeNow()
{
tParam = 0f;
while (tParam < 1)
{
tParam += Time.deltaTime;
valToBeLerped = Mathf.Lerp(0, 1, tParam);
skyboxmaterial.SetFloat("_Blend", valToBeLerped);
yield return null;
Debug.Log("valToBeLerped is " + valToBeLerped.ToString("f4"));
}
//skyboxmaterial.SetFloat("_Blend", valToBeLerped);
Debug.Log("fade is done.");
yield break;
}
}
Upvotes: 0
Reputation: 12646
void Start()
{
Debug.Log("Audio begins now.....");
Invoke("TwoMinutesHasPassed", 120f);
}
void TwoMinutesHasPassed()
{
Debug.Log("two minutes has passed");
Debug.Log("now i will fade the background");
StartCoroutine("FadeNow");
}
private IEnumerator FadeNow()
{
tParam = 0f;
while (tParam < 1)
{
tParam += Time.deltaTime * speed;
valToBeLerped = Mathf.Lerp(0, 1, tParam);
Debug.Log("valToBeLerped is " + valToBeLerped.ToString("f4"));
yield return null;
}
skyboxmaterial.SetFloat("_Blend", valToBeLerped);
Debug.Log("fade is done.");
}
Upvotes: 2